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News Writer 254 posts
Registered: Mar 2006
I installed nQuake recently containing the latest EzQuake client. It looks great but unfortunately my pc can not run the new client efficiently. So for now until I upgrade I am forced to stay using fuhquake.
However when I play 4on4 I am unable to read team messages from people using the new clients. Surely I should be able to use my client and no be affected by changes to the ezQuake client. I ain't got no time for this jibber jabber fool
Member 569 posts
Registered: Feb 2006
This is a problem. With a few sollutions.
I think there should be a variable in ezquake that players can use when playing mixes etc.. cl_coloredtextinteamsays 0 That simply strips the colorcodes and print it like plain text.
However im sure ezquake crew have discussed this and have a solution coming in our way. Because i think ezquake needs to be backwards compatible at least another year...
Member 364 posts
Registered: Oct 2006
The solution would be to have KTX parse the colored messages and strip the color sequences if a client is not ezQuake.
Member 1435 posts
Registered: Jan 2006
This "filter" feature can be added either to the mod/server or to the client. In the mod/server it would allow all ezQuake users enjoy the benefits of colored text and FuhQuake users not be negatively affected by it.
Member 312 posts
Registered: Feb 2006
and not to forget the ezquake software users who has to watch the shitty $£$€500€$€ messages as well
Member 129 posts
Registered: Mar 2007
I didn't realise that the coloured text caused a problem and changed all my tp binds to use the tp_ commands built in to ezquake. Is there a cvar I can set to disable it?
I assume scr_coloredText only disables displaying it, not sending messages with it?
Member 569 posts
Registered: Feb 2006
I assume scr_coloredText only disables displaying it, not sending messages with it? I think this is how it works now...
Member 1435 posts
Registered: Jan 2006
and not to forget the ezquake software users who has to watch the shitty $£$€500€$€ messages as well That is not true, probably you have old version. I assume scr_coloredText only disables displaying it, not sending messages with it? That's right
Member 1435 posts
Registered: Jan 2006
Also both sides-compatible solution is possible - use "filter" command that is present in all clients. ezQuake would send two version of the message - colored and uncolored, colored one with "#c" appended at the end of the message, uncolored with "#u", FuhQuake users would use "filter #u", ezQuake users would use "filter #c". Downsides: you'd see two extra chars at the end of each message. Edit: looks like the extra chars get filtered
Member 156 posts
Registered: Mar 2006
So let me just get this straight: If i add "/filter #c" to my cfg I am able to see other peoples' messages normally instead of unreadable $§#103§$$%$§%& gibberish?! My prayers have been answered! \o/
(I use fuh) _________________________________________________________ Save a cow, crucify a christian!
Member 485 posts
Registered: Feb 2006
No. You will always see all the messages that dont have a filter. With "filter #c" you will see all messages with #c, but none that have #<anything else>. With "filter off" (default), you will see all messages filters or not.
Member 950 posts
Registered: Apr 2006
FuhQuake users would use "filter #u" So let me just get this straight: If i add "/filter #c" [...] (I use fuh) Soma...
Member 1435 posts
Registered: Jan 2006
There was a mistake in my post. But when I read Kalma's I corrected it. No wonder Soma was confused.
Member 60 posts
Registered: May 2006
A bit of a hijack but is there a way to force team messages to be team colours? (and vice-versa) ie for fortress if a red team member speaks using messagemode2, it'll be red even if that player doesn't use the #ff0000 at the start of the message. Or if a enemy uses messagemode, what ever he says will be in blue.
Basically something similiar to scr_colouredfrags "1" and is there a way to lock scr_colouredfrags to a players pants colour?
Member 156 posts
Registered: Mar 2006
okay johnny_cz, but does that mean the individual ez users would have to modify their cfg to send out 2 different kinds of messages upon hitting their binds? who is gonna do that? why not just remove this coloured-messages-bug from the next ezQuake version? _________________________________________________________ Save a cow, crucify a christian!
Member 1435 posts
Registered: Jan 2006
okay johnny_cz, but does that mean the individual ez users would have to modify their cfg to send out 2 different kinds of messages upon hitting their binds? who is gonna do that? ezQuake would send two versions of the message
News Writer 254 posts
Registered: Mar 2006
I ain't got no time for this jibber jabber fool
Member 357 posts
Registered: Mar 2006
Hmm, forcing mm2 messages with corresponding team colors may cause problems as everyone uses a different conback image. A better solution would be to use a different talk.wav sound for team messages and place the messagemode2 output on the bottom of the screen above the sbar or user configurable. This way you will be accustomed to hearing your team messages and ignoring the mm1.
edit: wait I think i misread this entire thread's goal....
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